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 Two Ideas 
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Post Re: Two Ideas
rikimaru509 wrote:
Wow thats complicated. But cant you make a mod like that?

Obviously not.


Thu Mar 04, 2010 3:10 am
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Wait you mean the mod or it being complicated? And if the mod why cant you do it? You sound like you know what your doing.


Thu Mar 04, 2010 3:28 am
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Post Re: Two Ideas
rikimaru509 wrote:
Wait you mean the mod or it being complicated? And if the mod why cant you do it? You sound like you know what your doing.


There's always that saying, "Easier said then done".


Thu Mar 04, 2010 3:39 am
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Well duh but his ideas are good so he can do it.


Thu Mar 04, 2010 3:41 am
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Despite what you might think there are limits to what can be done in CC.


Thu Mar 04, 2010 3:57 am
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Yeah, I can totally create a physics engine inside CC that deals with soft MOs. Totally.


Thu Mar 04, 2010 3:57 am
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Well cool than do it. Smart wad. Its possible to do it


Thu Mar 04, 2010 4:02 am
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Image


Thu Mar 04, 2010 4:07 am
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No. No it is not, simply put.

Back on the keyboard, so a proper response.
You really have no idea how modding in CC works, do you? First, you are adamant in the idea that a tree is not only feasible, but that you can make it and it will be totally awesome, when most of the people around you with, some with years of modding experience, say that it would be extremely difficult to do right. Now you are trying to say that dynamic realistic water, probably the biggest impossibility in CC right now, could be done easily as well.
Have you ever even played Cortex Command? Not just wussy Vanilla either, I'm talking with the kind of mods that make a computer sweat. Have you ever actually experienced the kind of strain a computer experiences when truly playing CC full tilt? If not, then go do so immediately. That's what it would be like to have dynamic water. Except with water, it would be like that ALL THE TIME.


Thu Mar 04, 2010 4:10 am
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Post Re: Two Ideas
How about instead of flaming him and posting obnoxious image macros, somebody actually explain why?
Rikimaru509: Cortex Command simply can't take that much information. The engine isn't built to support water like that, and Data doesn't have any plans to implement it any time soon. A mod to do that kind of a thing is simply not feasible in any way.


Thu Mar 04, 2010 5:15 am
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Modders simply cant make water.
Take your beef up with Data.


Thu Mar 04, 2010 5:28 am
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It's theoretically possible, but absolutely ridiculous from a practical standpoint due to the sheer amount of work it would take and lag it would cause. Maybe it wouldn't work on CC even in an infinitely powerful computer, due to CC's own limitations. So for all practical purposes water is not possible via mod.



Unless you mean simple static water areas, which could be very simple and easy, if area/volume of objects were either defined in .ini or calculated from sprites. The former would be much simpler, and better for modder accessibility.
Just a guess, but I'm assuming for Data, it would take about %2 of the time it took to incorporate gatling gun delays/sounds/animations.


Thu Mar 04, 2010 6:29 am
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That would seem really out of place considering that the rest of the game revolves around pixel physics, though.


Thu Mar 04, 2010 6:36 am
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http://sites.google.com/site/kotsoft2/physicsdemos
if data did it in CPP it wouldn't be to hard. still shouldnt be anywhere near the priorities list, perhaps if he gets bored a while after B50.


Thu Mar 04, 2010 6:51 am
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Ehh, not terribly out of place, as long as you were strategic about the placement and environment. (indestructible containers, along a coast at sea level, force field containers made of handwavium, etc)

They couldn't really be made an integral gameplay mechanic in that form, but as an occasional feature they could have a good place.

And besides, objects having a defined/known volume/area could be handy for other stuff too.


Thu Mar 04, 2010 6:53 am
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